Effect

The power of Fling is determined by the user's held item. The move will fail if the user has no held item, or if the item is not one listed below. After using Fling, the item is consumed, even if the target has protected themselves with a move like Protect or Detect.

If the user holds a TR, Fling's power is equal to the power of the move the TR contains, unless the move does not list a specific power (i.e. it is a status move or has variable power with no default power), in which case it has 10 power. TR71 (Leaf Storm) and TR43 (Overheat) match the Iron Ball in producing the maximum possible Fling power of 130.

In other games

Prior to Pokémon Mystery Dungeon: Gates to Infinity, the user seizes the enemy Pokémon in front and throws it next to another enemy, dealing 10 damage to both. If only one enemy Pokémon is nearby, it is flung to a random nearby tile and takes no damage. This move's damage is classified as "Other" instead of Physical.

In Pokémon Super Mystery Dungeon, using Fling opens the inventory and allows the leader to choose an item to fling (excluding held items). It only works when a visible enemy is within a fan-shaped area up to 10 tiles in front. Like Gravelerocks, the item will be flung in an arc, but otherwise has the same effect as when thrown normally. Partner Pokémon can use this move to fling their held item. Though Fling is listed as a status move, it is unaffected by Prankster.